wxy_1236 2 Dec, 2012 @ 8:49am
Adding Kinect to source engine.
Hi guys,

I want to integrate the c++ code of kinect into source engine. But I have no idea where to start. Could you give me some hints? or even the structure of engine. Thanks.

Best Regards
Daniel
Last edited by wxy_1236; 2 Dec, 2012 @ 9:29am
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hi Daniel

it will not be esay to anwser you, well i will try that.

first you must understand that only garry 's mod have the kinect support.
garrys surely have the full sdk of the source engine.
the hack method i founded use lua implementation of garry's mod
so question come to me, how lua script work in source engine game /mod.
the hack concept :
http://engineeringblog.yelp.com/2011/03/after-hours-project-kinect-hacking.html
git repository :
https://github.com/johnboiles/JBKinectHacks

on the source wiki you will found an tutorial to implement lua .
https://developer.valvesoftware.com/wiki/Adding_Lua
but you can also find an old project name half life 2 sand box.
https://developer.valvesoftware.com/wiki/Embedding_Lua_in_the_Source_Engine
http://code.google.com/p/hl2sb/

As i have noknowledge about lua combination with source engine, i can't say what lua could exactly do , how it could interact with the classes declared into your entity, or your player.

curiosity poush me to read the lua script exmaple of the hack.
look that one for exmaple :
https://github.com/johnboiles/JBKinectHacks/blob/master/GMod/Scripts/dogcontrol.lua

So how this code is able to overwrite the Setmodel() class or the Spawn() class, i can't say.

Now you will also noticed, that the hack has been build for the mac OS, so you will have to port that to Visual studio, compile the UDP bridge with openNI.
http://www.openni.org/

hey finally it say on the hl2 sanbox wiki page, that they cannot get the lua support that garry 's mod has, so we are fixed on that, as the Kinect must acces the studioMDL data, like bones especially.
well the most advanced lua integration look to be sand box.
so if you want to check out if some code is already coded with the access to studiomdl data.
you could use that to start your project.

valve and sourcefiolm maker access bones and client/server classes with python script. but SFM and HL2 source code is not available with the valve python integration.

Look like an harder project, good luck if you think you could do something to add kinect support to source engien 2007 engine branch.

//red

wxy_1236 3 Dec, 2012 @ 2:03am 
Thank you very much for your useful suggestions. But I am a student working on a research project. I am willing to try to do it by myself in the first step. The problem is that the website doest not explain too much about source sdk and I have no idea how to start at all. I am planning to register the callback function of kinect somewhere for example in game_client.cpp. Whenever it detects something, it would notify the callback function and then do something predefined by us. I dont know whether it is possible, but I am working on iit now.

Best Regards
Daniel

Originally posted by fuzZz:
hi Daniel

it will not be esay to anwser you, well i will try that.

first you must understand that only garry 's mod have the kinect support.
garrys surely have the full sdk of the source engine.
the hack method i founded use lua implementation of garry's mod
so question come to me, how lua script work in source engine game /mod.
the hack concept :
http://engineeringblog.yelp.com/2011/03/after-hours-project-kinect-hacking.html
git repository :
https://github.com/johnboiles/JBKinectHacks

on the source wiki you will found an tutorial to implement lua .
https://developer.valvesoftware.com/wiki/Adding_Lua
but you can also find an old project name half life 2 sand box.
https://developer.valvesoftware.com/wiki/Embedding_Lua_in_the_Source_Engine
http://code.google.com/p/hl2sb/

As i have noknowledge about lua combination with source engine, i can't say what lua could exactly do , how it could interact with the classes declared into your entity, or your player.

curiosity poush me to read the lua script exmaple of the hack.
look that one for exmaple :
https://github.com/johnboiles/JBKinectHacks/blob/master/GMod/Scripts/dogcontrol.lua

So how this code is able to overwrite the Setmodel() class or the Spawn() class, i can't say.

Now you will also noticed, that the hack has been build for the mac OS, so you will have to port that to Visual studio, compile the UDP bridge with openNI.
http://www.openni.org/

hey finally it say on the hl2 sanbox wiki page, that they cannot get the lua support that garry 's mod has, so we are fixed on that, as the Kinect must acces the studioMDL data, like bones especially.
well the most advanced lua integration look to be sand box.
so if you want to check out if some code is already coded with the access to studiomdl data.
you could use that to start your project.

valve and sourcefiolm maker access bones and client/server classes with python script. but SFM and HL2 source code is not available with the valve python integration.

Look like an harder project, good luck if you think you could do something to add kinect support to source engien 2007 engine branch.

//red
triumph 8 Dec, 2012 @ 10:15am 
Gmod is source and kinect has been added to it if its for a game ask Garry.
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